-
1
-
-
84901519981
-
-
ABS, Australian Bureau of Statistics, (Catalog No. 4174.0). Canberra: ABS. Retrieved February 21, 2008, from
-
ABS, Australian Bureau of Statistics. (2007). Sports attendance, Australia, 2005-06, (Catalog No. 4174.0). Canberra: ABS. Retrieved February 21, 2008, from http://abs.gov.au/AUSSTATS/abs@.nsf/Lookup/4174.0Main+Features1200506?OpenDocument.
-
(2007)
Sports Attendance, Australia, 2005-06
-
-
-
2
-
-
84901515021
-
The designer's notebook: Bad game designer, no twinkie! VI
-
Retrieved August 8, 2007, from
-
Adams, E. (2005). The Designer's Notebook: Bad game designer, no Twinkie! VI. Gamasutra. Retrieved August 8, 2007, from http://www.gamasutra.com/features/20050603/adams_01.shtml.
-
(2005)
Gamasutra
-
-
Adams, E.1
-
3
-
-
84901535962
-
Cheer up! video games are in great shape
-
Retrieved August 8, 2007, from
-
Adams, E. (2006). Cheer up! Video games are in great shape. Gamasutra. Retrieved August 8, 2007, from http://www.gamasutra.com/features/20060421/adams_01.shtml.
-
(2006)
Gamasutra
-
-
Adams, E.1
-
4
-
-
0035464222
-
Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature
-
Anderson, C.A., & Bushman, B.J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.
-
(2001)
Psychological Science
, vol.12
, Issue.5
, pp. 353-359
-
-
Anderson, C.A.1
Bushman, B.J.2
-
5
-
-
0034338871
-
Controlling the information flow: Effects on consumers' decision making and preferences
-
Ariely, D. (2000). Controlling the information flow: Effects on consumers' decision making and preferences. Journal of Consumer Research, 27(2), 233-249.
-
(2000)
Journal of Consumer Research
, vol.27
, Issue.2
, pp. 233-249
-
-
Ariely, D.1
-
6
-
-
0242320224
-
Consumer attitudes towards multi-channel retailers' web sites: The role of involvement, brand attitude, internet knowledge and visit duration
-
Balabanis, G., & Reynolds, N.L. (2001). Consumer attitudes towards multi-channel retailers' web sites: The role of involvement, brand attitude, internet knowledge and visit duration. Journal of Business Strategies, 18(2), 105-132.
-
(2001)
Journal of Business Strategies
, vol.18
, Issue.2
, pp. 105-132
-
-
Balabanis, G.1
Reynolds, N.L.2
-
7
-
-
6344291158
-
Aggressive and non-violent videogames: Short-term psychological and cardiovascular effects on habitual players
-
Baldaro, B., Tuozzi, G., Codispoti, M., Montebarocci, O., Barbagli, F., Trombini, E., & Rossi, N. (2004). Aggressive and non-violent videogames: Short-term psychological and cardiovascular effects on habitual players. Stress and Health, 20(4), 203-208.
-
(2004)
Stress and Health
, vol.20
, Issue.4
, pp. 203-208
-
-
Baldaro, B.1
Tuozzi, G.2
Codispoti, M.3
Montebarocci, O.4
Barbagli, F.5
Trombini, E.6
Rossi, N.7
-
8
-
-
77951431496
-
Effects of brand placement in PC/video games on the change of the attitude toward the advertised brand
-
In D. Grewal (Ed.), Chicago: American Marketing Association
-
Bambauer, S. (2006). Effects of brand placement in PC/video games on the change of the attitude toward the advertised brand. In D. Grewal (Ed.), Proceedings of the 2006 Summer Marketing Educators' Conference (pp. 231-240). Chicago: American Marketing Association.
-
(2006)
Proceedings of the 2006 Summer Marketing Educators' Conference
, pp. 231-240
-
-
Bambauer, S.1
-
9
-
-
0037238660
-
Squire's quest!: Dietary outcome evaluation of a multimedia game
-
Baranowski, T., Baranowski, J., Cullen, K.W., Marsh, T., Islam, N., Zakeri, I., Honess-Morreale, L., & deMoor, C. (2003). Squire's Quest!: Dietary outcome evaluation of a multimedia game. American Journal of Preventive Medicine, 24(1), 52-61.
-
(2003)
American Journal of Preventive Medicine
, vol.24
, Issue.1
, pp. 52-61
-
-
Baranowski, T.1
Baranowski, J.2
Cullen, K.W.3
Marsh, T.4
Islam, N.5
Zakeri, I.6
Honess-Morreale, L.7
Demoor, C.8
-
11
-
-
84879110138
-
Slimming down with wii™ sports
-
Baumann, M. (2007). Slimming down with Wii™ Sports. Information Today, 24(4), 47.
-
(2007)
Information Today
, vol.24
, Issue.4
, pp. 47
-
-
Baumann, M.1
-
12
-
-
0038700754
-
Action video game modifies visual selective attention
-
Bavelier, D., & Green, C. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
-
(2003)
Nature
, vol.423
, Issue.6939
, pp. 534-537
-
-
Bavelier, D.1
Green, C.2
-
13
-
-
85140551374
-
The relationship between advertising recall and persuasion: An experimental investigation
-
In L.F. Alwitt & A.A. Mitchell (Ed.), Hillsdale, NJ: Lawrence Erlbaum Associates
-
Beattie, A.E., & Mitchell, A.A. (1985). The relationship between advertising recall and persuasion: An experimental investigation. In L.F. Alwitt & A.A. Mitchell (Ed.), Psychological processes and advertising effects (pp. 129-155). Hillsdale, NJ: Lawrence Erlbaum Associates.
-
(1985)
Psychological Processes and Advertising Effects
, pp. 129-155
-
-
Beattie, A.E.1
Mitchell, A.A.2
-
14
-
-
0002101166
-
New media interactive advertising vs traditional advertising
-
Bezjian-Avery, A., Calder, B., & Iacobucci, D. (1998). New media interactive advertising vs traditional advertising. Journal of Advertising Research, 38(4), 23-32.
-
(1998)
Journal of Advertising Research
, vol.38
, Issue.4
, pp. 23-32
-
-
Bezjian-Avery, A.1
Calder, B.2
Iacobucci, D.3
-
15
-
-
84901518810
-
The mossberg solution: For wii™ lovers, something worth sweating over
-
D1
-
Boehret, K. (2008). The Mossberg Solution: For Wii™ lovers, something worth sweating over. Wall Street Journal, May 14, D1.
-
(2008)
Wall Street Journal, May 14
-
-
Boehret, K.1
-
19
-
-
84901558165
-
Wms: PS3 to 'win' console war because of blu-ray
-
Retrieved July 2, 2008, from
-
Brightman, J. (2007). WMS: PS3 to 'win' console war because of Blu-ray. GameDaily. Retrieved July 2, 2008, from http://www.gamedaily.com/articles/features/wms-ps3-to-win-console-warbecause-of-blu-ray/70379/?biz=1.
-
(2007)
GameDaily
-
-
Brightman, J.1
-
20
-
-
31444436758
-
Playing to win: Video games and the fight against obesity
-
Brown, D. (2006). Playing to win: Video games and the fight against obesity. Journal of the American Dietetic Association, 106(2), 188-189.
-
(2006)
Journal of the American Dietetic Association
, vol.106
, Issue.2
, pp. 188-189
-
-
Brown, D.1
-
22
-
-
43949155009
-
Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation
-
Calvert, S.L., & Tan, S. (1994). Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation. Journal of Applied Developmental Psychology, 15(1), 125-139.
-
(1994)
Journal of Applied Developmental Psychology
, vol.15
, Issue.1
, pp. 125-139
-
-
Calvert, S.L.1
Tan, S.2
-
23
-
-
33947714818
-
The effect of video game violence on physiological desensitization to real-life violence
-
Carnagey, N.L., Anderson, C.A., & Bushman, B.J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43(3), 489-496.
-
(2007)
Journal of Experimental Social Psychology
, vol.43
, Issue.3
, pp. 489-496
-
-
Carnagey, N.L.1
Anderson, C.A.2
Bushman, B.J.3
-
24
-
-
84901562376
-
Gaming expected to be a $68 billion business by 2012
-
Retrieved July 2, 2008, from
-
Caron, F. (2008). Gaming expected to be a $68 billion business by 2012. Ars Technica. Retrieved July 2, 2008, from http://arstechnica.com/news.ars/post/20080618-gaming-expected-to-be-a-68billion-business-by-2012.html.
-
(2008)
Ars Technica
-
-
Caron, F.1
-
26
-
-
0023511758
-
The effects of prosocial and aggressive videogames on children's donating and helping
-
Chambers, J.H., & Ascione, F.R. (1987). The effects of prosocial and aggressive videogames on children's donating and helping. Journal of Genetic Psychology, 148(4), 499-505.
-
(1987)
Journal of Genetic Psychology
, vol.148
, Issue.4
, pp. 499-505
-
-
Chambers, J.H.1
Ascione, F.R.2
-
27
-
-
84906135052
-
Massively multiplayer online games
-
In P. Vorderer & J. Bryant (Ed.), USA: Routledge
-
Chan, E., & Vorderer, P. (2006). Massively multiplayer online games. In P. Vorderer & J. Bryant (Ed.), Playing video games: Motives, responses and consequences (pp. 77-90). USA: Routledge.
-
(2006)
Playing Video Games: Motives, Responses and Consequences
, pp. 77-90
-
-
Chan, E.1
Vorderer, P.2
-
28
-
-
0037927655
-
Interactivity as a measure of advertising effectiveness: Antecedents and consequences of interactivity in web advertising
-
In M.S. Roberts (Ed.), Gainesville, FL: American Academy of Advertising
-
Cho, C.H., & Leckenby, J.D. (1999). Interactivity as a measure of advertising effectiveness: Antecedents and consequences of interactivity in web advertising. In M.S. Roberts (Ed.), Proceedings of the 1999 Conference of the American Academy of Advertising (pp. 162-179). Gainesville, FL: American Academy of Advertising.
-
(1999)
Proceedings of the 1999 Conference of the American Academy of Advertising
, pp. 162-179
-
-
Cho, C.H.1
Leckenby, J.D.2
-
29
-
-
0346732937
-
The role of flow experience in cyber-game addiction
-
Chou, T.J., & Ting, C.C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675.
-
(2003)
CyberPsychology & Behavior
, vol.6
, Issue.6
, pp. 663-675
-
-
Chou, T.J.1
Ting, C.C.2
-
30
-
-
0011690517
-
Involvement and you: 1000 great ideas
-
In R.P. Bagozzi & A.M. Tybout (Eds.), Ann Arbor, MI: Association for Consumer Research
-
Cohen, J.B. (1983). Involvement and you: 1000 great ideas. In R.P. Bagozzi & A.M. Tybout (Eds.), Advances in consumer research (vol. 10, pp. 325-328). Ann Arbor, MI: Association for Consumer Research.
-
(1983)
Advances in Consumer Research
, vol.10
, pp. 325-328
-
-
Cohen, J.B.1
-
31
-
-
84992818046
-
Not just a mickey mouse exercise: Using disney's the lion king to teach leadership
-
Comer, D.R. (2001). Not just a Mickey Mouse exercise: Using Disney's The Lion King to teach leadership. Journal of Management Education, 25(4), 430-436.
-
(2001)
Journal of Management Education
, vol.25
, Issue.4
, pp. 430-436
-
-
Comer, D.R.1
-
33
-
-
0040162254
-
The effects of progressive levels of interactivity and vividness in web marketing sites
-
Coyle, J.R., & Thorson, E. (2001). The effects of progressive levels of interactivity and vividness in Web marketing sites. Journal of Advertising, 30(3), 65-77.
-
(2001)
Journal of Advertising
, vol.30
, Issue.3
, pp. 65-77
-
-
Coyle, J.R.1
Thorson, E.2
-
35
-
-
0024669194
-
Optimal experience in work and leisure
-
Csikszentmihalyi, M., & LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56(5), 815-822.
-
(1989)
Journal of Personality and Social Psychology
, vol.56
, Issue.5
, pp. 815-822
-
-
Csikszentmihalyi, M.1
Lefevre, J.2
-
36
-
-
84901558597
-
-
Cyberathlete Professional League, About us. Retrieved July 17, 2008, from
-
Cyberathlete Professional League. (2008). About us. Retrieved July 17, 2008, from http://www.thecpl.com/index.php?page_id=1090.
-
(2008)
-
-
-
38
-
-
84901534836
-
Space invaders: Ads in videogames pose a new threat to media industry
-
Marketers pay for placement at the expense of TV; A small but growing area; The terrorist on the cellphone, Jul 28, A.1
-
Delaney, K.J. (2004). Space Invaders: Ads in videogames pose a new threat to media industry; Marketers pay for placement at the expense of TV; A small but growing area; The terrorist on the cellphone. Wall Street Journal, Jul 28, A.1.
-
(2004)
Wall Street Journal
-
-
Delaney, K.J.1
-
39
-
-
0036728370
-
Improving children's mental rotation accuracy with computer game playing
-
De Lisi, R., & Wolford, J.L. (2002). Improving children's mental rotation accuracy with computer game playing. Journal of Genetic Psychology, 163(3), 272-282.
-
(2002)
Journal of Genetic Psychology
, vol.163
, Issue.3
, pp. 272-282
-
-
de Lisi, R.1
Wolford, J.L.2
-
40
-
-
0001903449
-
How tolerable is delay?: Consumers' evaluation of internet web sites after waiting
-
Dellaert, B.G.C., & Kahn, B.E. (1999). How tolerable is delay?: Consumers' evaluation of internet web sites after waiting. Journal of Interactive Marketing, 13(1), 41-54.
-
(1999)
Journal of Interactive Marketing
, vol.13
, Issue.1
, pp. 41-54
-
-
Dellaert, B.G.C.1
Kahn, B.E.2
-
41
-
-
0002276884
-
Development and the full range of emotional experience
-
In C. Malatesta & C. Izard (Eds.), Beverly Hills, CA: Sage
-
De Rivera, J. (1984). Development and the full range of emotional experience. In C. Malatesta & C. Izard (Eds.), Emotion in adult development (pp. 45-63). Beverly Hills, CA: Sage.
-
(1984)
Emotion in Adult Development
, pp. 45-63
-
-
de Rivera, J.1
-
43
-
-
78649691808
-
America: Advertisers find a new playmate in the computer games industry
-
Devaney, P. (2005). America: Advertisers find a new playmate in the computer games industry. Marketing Week, 28(33), 28-29.
-
(2005)
Marketing Week
, vol.28
, Issue.33
, pp. 28-29
-
-
Devaney, P.1
-
47
-
-
79851493610
-
Towards a framework for understanding electronic educational gaming
-
Dipietro, M., Ferdig, R.E., Boyer, J., & Black, E.W. (2007). Towards a framework for understanding electronic educational gaming. Journal of Educational Multimedia and Hypermedia, 16(3), 225-248.
-
(2007)
Journal of Educational Multimedia and Hypermedia
, vol.16
, Issue.3
, pp. 225-248
-
-
Dipietro, M.1
Ferdig, R.E.2
Boyer, J.3
Black, E.W.4
-
48
-
-
14844343103
-
Enjoyment mediates effects of a school-based physical-activity intervention
-
Dishman, R.K., Motl, R.W., Saunders, R., Felton, G., Ward, D.S., Dowda, M., & Pate, R.R. (2005). Enjoyment mediates effects of a school-based physical-activity intervention. Medicine and Science in Sports and Exercise, 37(3), 478-487.
-
(2005)
Medicine and Science in Sports and Exercise
, vol.37
, Issue.3
, pp. 478-487
-
-
Dishman, R.K.1
Motl, R.W.2
Saunders, R.3
Felton, G.4
Ward, D.S.5
Dowda, M.6
Pate, R.R.7
-
49
-
-
84985134467
-
Media effects on the young videogames, television violence, and aggression in teenagers
-
Dominick, J.R. (1984). Media effects on the young videogames, television violence, and aggression in teenagers. Journal of Communication, 34(2), 136-148.
-
(1984)
Journal of Communication
, vol.34
, Issue.2
, pp. 136-148
-
-
Dominick, J.R.1
-
50
-
-
0031114182
-
Video and computer games: Effect on children and implications for health education
-
Dorman, S. (1997). Video and computer games: Effect on children and implications for health education. Journal of School Health, 67(4), 133-138.
-
(1997)
Journal of School Health
, vol.67
, Issue.4
, pp. 133-138
-
-
Dorman, S.1
-
51
-
-
0022668677
-
Effect of playing a video game on a measure of spatial visualization
-
Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual and Motor Skills, 62(1), 159-162.
-
(1986)
Perceptual and Motor Skills
, vol.62
, Issue.1
, pp. 159-162
-
-
Dorval, M.1
Pepin, M.2
-
52
-
-
84901510169
-
A parallel universe
-
Dower, T. (2007). A parallel universe. Marketing, Feb, 16-19.
-
(2007)
Marketing, Feb
, pp. 16-19
-
-
Dower, T.1
-
53
-
-
0036851617
-
Not so doomed: Computer game play and positive adolescent development
-
Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Applied Developmental Psychology, 23(4), 373-392.
-
(2002)
Applied Developmental Psychology
, vol.23
, Issue.4
, pp. 373-392
-
-
Durkin, K.1
Barber, B.2
-
54
-
-
84901570861
-
Who's got game now?
-
Edwards, C., & Greene, J. (2005). Who's got game now? Business Week, May 16(3933), 40.
-
(2005)
Business Week, May
, vol.16
, Issue.3933
, pp. 40
-
-
Edwards, C.1
Greene, J.2
-
55
-
-
84970296757
-
Video arcades, youth, and trouble
-
Ellis, D. (1984). Video arcades, youth, and trouble. Youth and Society, 16(1), 47-65.
-
(1984)
Youth and Society
, vol.16
, Issue.1
, pp. 47-65
-
-
Ellis, D.1
-
56
-
-
84862472841
-
-
ESA, Entertainment Software Association, Retrieved September 23, 2004, from
-
ESA, Entertainment Software Association. (2003). Game players are a more diverse gender, age and socio-economic group than ever, according to new poll. Retrieved September 23, 2004, from http://www.theesa.com/8_26_2003.html.
-
(2003)
Game Players are a More Diverse Gender, Age and Socio-economic Group than Ever, According to New Poll
-
-
-
58
-
-
84901519276
-
-
ESA, Retrieved September 23, 2004, from
-
ESA. (2004b). Games, parents and ratings. Retrieved September 23, 2004, from http://www.theesa.com/gamesandratings.html.
-
(2004)
Games, Parents and Ratings
-
-
-
60
-
-
84901547064
-
-
ESA, Retrieved January 12, 2008, from
-
ESA. (2006b). Facts and research: Game player data. Retrieved January 12, 2008, from http://www.theesa.com/facts/gamer_data.php.
-
(2006)
Facts and Research: Game Player Data
-
-
-
62
-
-
84901528820
-
-
ESWC, Electronic Sports World Cup™, Retrieved July 17, 2008, from
-
ESWC, Electronic Sports World Cup™. (2008). ESWC overview. Retrieved July 17, 2008, from http://www.eswc.com/info/overview_eswc.
-
(2008)
ESWC Overview
-
-
-
64
-
-
34247119584
-
Evidence for publication bias in video game violence effects literature: A meta-analytic review
-
Ferguson, C.J. (2007). Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression and Violent Behavior, 12(4), 470-482.
-
(2007)
Aggression and Violent Behavior
, vol.12
, Issue.4
, pp. 470-482
-
-
Ferguson, C.J.1
-
65
-
-
84901523343
-
Limbering up for an e-sport revolution korean-style
-
Fifield, A. (2007). Limbering up for an e-sport revolution Korean-style. Financial Times, Sep 15, 10.
-
(2007)
Financial Times, Sep
, vol.15
, pp. 10
-
-
Fifield, A.1
-
66
-
-
13944278109
-
The game(cycle) exercise system: Comparison with standard ergometry
-
Fitzgerald, S.G., Cooper, R.A., Thorman, T., Cooper, R., Guo, S., & Boninger, M.L. (2004). The GAME(Cycle) exercise system: Comparison with standard ergometry. Journal of Spinal Cord Medicine, 27(5), 453-459.
-
(2004)
Journal of Spinal Cord Medicine
, vol.27
, Issue.5
, pp. 453-459
-
-
Fitzgerald, S.G.1
Cooper, R.A.2
Thorman, T.3
Cooper, R.4
Guo, S.5
Boninger, M.L.6
-
67
-
-
57849121247
-
All the young dudes
-
Foege, A. (2005). All the young dudes. Mediaweek, 15(31), 16-20.
-
(2005)
Mediaweek
, vol.15
, Issue.31
, pp. 16-20
-
-
Foege, A.1
-
68
-
-
11044226313
-
Interactivity and vividness effects on social presence and involvement with a web-based advertisement
-
Fortin, D.R., & Dholakia, R.R. (2005). Interactivity and vividness effects on social presence and involvement with a web-based advertisement. Journal of Business Research, 58(3), 387-396.
-
(2005)
Journal of Business Research
, vol.58
, Issue.3
, pp. 387-396
-
-
Fortin, D.R.1
Dholakia, R.R.2
-
69
-
-
85065027878
-
Simulation versus narrative: Introduction to ludology
-
In M.J.P. Wolf & B. Perron (Eds.), London: Routledge
-
Frasca, G. (2003). Simulation versus narrative: Introduction to ludology. In M.J.P. Wolf & B. Perron (Eds.), The video game theory reader (pp. 221-236). London: Routledge.
-
(2003)
The Video Game Theory Reader
, pp. 221-236
-
-
Frasca, G.1
-
70
-
-
0030526142
-
Playing violent video and computer games and adolescent self-concept
-
Funk, J.B., & Buchman, D.D. (1996). Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46(2), 19-32.
-
(1996)
Journal of Communication
, vol.46
, Issue.2
, pp. 19-32
-
-
Funk, J.B.1
Buchman, D.D.2
-
71
-
-
84901557538
-
Battle for the sexes
-
Retrieved May 20, 2008, from
-
Gaither, C. (2003). Battle for the sexes. Boston Globe, Jan 13. Retrieved May 20, 2008, from http://www.there.com/pressBostonGlobe_011303.html.
-
(2003)
Boston Globe, Jan 13
-
-
Gaither, C.1
-
72
-
-
0036476648
-
Innovation and competition in standard-based industries: A historical analysis of the U.S. Home video game market
-
Gallagher, S., & Park, S.H. (2002). Innovation and competition in standard-based industries: A historical analysis of the U.S. home video game market. IEEE Transactions on Engineering Management, 49(1), 67-82.
-
(2002)
IEEE Transactions on Engineering Management
, vol.49
, Issue.1
, pp. 67-82
-
-
Gallagher, S.1
Park, S.H.2
-
73
-
-
84901561015
-
-
Game Guru, Retrieved August 25, 2008, from
-
Game Guru. (2006). Electronic Sports World Cup™ India Lan gaming tournament kicks off. Retrieved August 25, 2008, from http://www.gameguru.in/general/2006/19/electronic-sportsworld-cup-india-lan-gaming-tournament-kicksoff/.
-
(2006)
Electronic Sports World Cup™ India Lan Gaming Tournament Kicks Off
-
-
-
74
-
-
84901528847
-
-
GamersCircle, Retrieved October 5, 2008, from
-
GamersCircle. (2008). PC gaming a $10.7 billion industry (Games Convention 2008). Retrieved October 5, 2008, from http://www.gamerscircle.net/2008/08/19/pc-gaming-a-107-billion-industry-games-convention-2008/.
-
(2008)
PC Gaming a $10.7 Billion Industry (Games Convention 2008)
-
-
-
75
-
-
84901518957
-
-
Games Universe, Retrieved September 24, 2004, from
-
Games Universe. (2004). V8 Supercars Race Driver. Retrieved September 24, 2004, from http://gamesuniverse.com.au/ProductPage.asp?ProductID=3131.
-
(2004)
V8 Supercars Race Driver
-
-
-
76
-
-
0000070073
-
Computer use, self-confidence and attitudes: A causal analysis
-
Gardner, D.G., Dukes, R.L., & Discenza, R. (1993). Computer use, self-confidence and attitudes: A causal analysis. Computers in Human Behavior, 9(4), 427-440.
-
(1993)
Computers in Human Behavior
, vol.9
, Issue.4
, pp. 427-440
-
-
Gardner, D.G.1
Dukes, R.L.2
Discenza, R.3
-
79
-
-
84901538087
-
Learning by design: Games as learning machines
-
Retrieved August 8, 2007, from
-
Gee, J.P. (2004). Learning by design: Games as learning machines. Gamasutra. Retrieved August 8, 2007, from http://www.gamasutra.com/gdc2004/features/20040324/gee_01.shtml.
-
(2004)
Gamasutra
-
-
Gee, J.P.1
-
80
-
-
84901572364
-
Examining the effects of video games from a psychological perspective: Focus on violent games and a new synthesis
-
Retrieved August 13, 2007, from
-
Gentile, D.A. (2005). Examining the effects of video games from a psychological perspective: Focus on violent games and a new synthesis. National Institute on Media and the Family. Retrieved August 13, 2007, from http://www.psychology.iastate.edu/faculty/dgentile/pdfs/Gentile_NIMF_Review%20_2005.pdf.
-
(2005)
National Institute on Media and the Family
-
-
Gentile, D.A.1
-
81
-
-
33747429428
-
Violent video game effects on children and adolescents: A review of the literature
-
Gentile, D.A., & Stone, W. (2005). Violent video game effects on children and adolescents: A review of the literature. Minerva Pediatrica, 57(6), 337-358.
-
(2005)
Minerva Pediatrica
, vol.57
, Issue.6
, pp. 337-358
-
-
Gentile, D.A.1
Stone, W.2
-
82
-
-
84953088482
-
Personality differences between high and low electronic video game users
-
Gibb, G.D., Bailey, J.R., Lambirth, T.T., & Wilson, W.P. (1983). Personality differences between high and low electronic video game users. Journal of Psychology, 114(2), 159-165.
-
(1983)
Journal of Psychology
, vol.114
, Issue.2
, pp. 159-165
-
-
Gibb, G.D.1
Bailey, J.R.2
Lambirth, T.T.3
Wilson, W.P.4
-
83
-
-
0036518080
-
Ethnic differences in physical activity and inactivity patterns and overweight status
-
Gordon-Larsen, P., Adair, L.S., & Popkin, B.M. (2002). Ethnic differences in physical activity and inactivity patterns and overweight status. Obesity Research, 10(3), 141-149.
-
(2002)
Obesity Research
, vol.10
, Issue.3
, pp. 141-149
-
-
Gordon-Larsen, P.1
Adair, L.S.2
Popkin, B.M.3
-
84
-
-
0002157002
-
Participation motivation and attrition in young athletes
-
In F.L. Smoll, R.A. Magill, & M.J. Ash (Eds.), (3rd ed., pp. 161-178). Champaign, IL: Human Kinetics Books
-
Gould, D., & Petlichkoff, L. (1988). Participation motivation and attrition in young athletes. In F.L. Smoll, R.A. Magill, & M.J. Ash (Eds.), Children in sport (3rd ed., pp. 161-178). Champaign, IL: Human Kinetics Books.
-
(1988)
Children in Sport
-
-
Gould, D.1
Petlichkoff, L.2
-
85
-
-
0001913608
-
Effects of playing versus observing violent versus non-violent video games on children's aggression
-
Graybill, D., Strawniak, M., Hunter, T., & O'Leary, M. (1987). Effects of playing versus observing violent versus non-violent video games on children's aggression. Psychology, 24(3), 1-8.
-
(1987)
Psychology
, vol.24
, Issue.3
, pp. 1-8
-
-
Graybill, D.1
Strawniak, M.2
Hunter, T.3
O'Leary, M.4
-
86
-
-
0038700754
-
Action video game modifies visual selective attention
-
Green, C.S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
-
(2003)
Nature
, vol.423
, Issue.6939
, pp. 534-537
-
-
Green, C.S.1
Bavelier, D.2
-
87
-
-
0020805520
-
Differences in eye-hand motor coordination of video-game users and non-users
-
Griffith, J.L., Voloschin, P., Gibb, G.D., & Bailey, J.R. (1983). Differences in eye-hand motor coordination of video-game users and non-users. Perceptual and Motor Skills, 57(1), 155-158.
-
(1983)
Perceptual and Motor Skills
, vol.57
, Issue.1
, pp. 155-158
-
-
Griffith, J.L.1
Voloschin, P.2
Gibb, G.D.3
Bailey, J.R.4
-
88
-
-
0037330776
-
Breaking the stereotype: The case of online gaming
-
Griffiths, M.D., Davies, M.N.O., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology and Behavior, 6(1), 81-91.
-
(2003)
CyberPsychology and Behavior
, vol.6
, Issue.1
, pp. 81-91
-
-
Griffiths, M.D.1
Davies, M.N.O.2
Chappell, D.3
-
89
-
-
14944344334
-
Persuasive effects of presence in immersive virtual environments
-
In G. Riva, F. Davide & W.A. Ijsselsteijn (Eds.), Amsterdam: IOS Press
-
Grigorovici, D. (2003). Persuasive effects of presence in immersive virtual environments. In G. Riva, F. Davide & W.A. Ijsselsteijn (Eds.), Being there: Concepts, effects and measurements of user presence in synthetic environments (pp. 191-207). Amsterdam: IOS Press.
-
(2003)
Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments
, pp. 191-207
-
-
Grigorovici, D.1
-
90
-
-
33749329622
-
Experiencing interactive advertising beyond rich media: Impacts of ad type and presence on brand effectiveness in 3d gaming immersive virtual environments
-
Retrieved August 24, 2005, from
-
Grigorovici, D., & Constantin, C. (2004). Experiencing interactive advertising beyond rich media: Impacts of ad type and presence on brand effectiveness in 3D gaming immersive virtual environments. Journal of Interactive Advertising, 5(1). Retrieved August 24, 2005, from http://www.jiad.org/vol5/no1/grigorovici/index.htm.
-
(2004)
Journal of Interactive Advertising
, vol.5
, Issue.1
-
-
Grigorovici, D.1
Constantin, C.2
-
91
-
-
0141600354
-
Video games and the pleasures of control
-
In D. Zillmann & P. Vorderer (Eds.), Mahwah, NJ: Lawrence Erlbaum
-
Grodal, T. (2000). Video games and the pleasures of control. In D. Zillmann & P. Vorderer (Eds.), Media entertainment: The psychology of its appeal (pp. 197-214). Mahwah, NJ: Lawrence Erlbaum.
-
(2000)
Media Entertainment: The Psychology of its Appeal
, pp. 197-214
-
-
Grodal, T.1
-
92
-
-
24644474073
-
The impact of digital games in education
-
Retrieved September 24, 2004, from
-
Gros, B. (2003). The impact of digital games in education. First Monday Journal. Retrieved September 24, 2004, from http://www.firstmonday.org/issues/issue8_7/xyzgros/index.html.
-
(2003)
First Monday Journal
-
-
Gros, B.1
-
93
-
-
33749137951
-
Out of the x box
-
Grossman, L. (2005). Out of the X Box. Time, 165(21), 44-52.
-
(2005)
Time
, vol.165
, Issue.21
, pp. 44-52
-
-
Grossman, L.1
-
94
-
-
84901572548
-
Forget the web ads: Online promos capture attention
-
Hamman, R. (2000). Forget the web ads: Online promos capture attention. Marketing News, 34(23), 28-29.
-
(2000)
Marketing News
, vol.34
, Issue.23
, pp. 28-29
-
-
Hamman, R.1
-
95
-
-
0034978524
-
The effects of competition and competitiveness on cardiovascular activity
-
Harrison, L.K., Denning, S., Easton, H.L., Hall, J.C., Burns, V.E., Ring, C., & Carroll, D. (2001). The effects of competition and competitiveness on cardiovascular activity. Psychophysiology, 38(4), 601-606.
-
(2001)
Psychophysiology
, vol.38
, Issue.4
, pp. 601-606
-
-
Harrison, L.K.1
Denning, S.2
Easton, H.L.3
Hall, J.C.4
Burns, V.E.5
Ring, C.6
Carroll, D.7
-
96
-
-
84901563538
-
Next-generation consoles drive global game revenues to more than $45 billion by 2010
-
Retrieved September 5, 2007, from
-
Hartig, K. (2006). Next-generation consoles drive global game revenues to more than $45 billion by 2010. PricewaterhouseCoopers. Retrieved September 5, 2007, from http://www.pwc.com/extweb/pwcpublications.nsf/docid/C987CEB2D179131F852572090083B4B3/$FILE/VideoGames_KH_ls.pdf.
-
(2006)
PricewaterhouseCoopers
-
-
Hartig, K.1
-
97
-
-
84901552588
-
Getting in the game
-
Hein, K. (2004). Getting in the game. Brandweek, 45(7), 26-27.
-
(2004)
Brandweek
, vol.45
, Issue.7
, pp. 26-27
-
-
Hein, K.1
-
98
-
-
84901527336
-
Ea opts not to keep it real with new 'freestyle' brand
-
Hein, K. (2008). EA opts not to keep it real with new 'Freestyle' brand. Brandweek, 49(18), 7.
-
(2008)
Brandweek
, vol.49
, Issue.18
, pp. 7
-
-
Hein, K.1
-
99
-
-
0030487126
-
Marketing in hypermedia computer-mediated environments: Conceptual foundations
-
Hoffman, D.L., & Novak, T.P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing, 60(3), 50-69.
-
(1996)
Journal of Marketing
, vol.60
, Issue.3
, pp. 50-69
-
-
Hoffman, D.L.1
Novak, T.P.2
-
100
-
-
0038911902
-
Identifying likely successful users of virtual reality systems
-
Howe, T., & Sharkey, P.M. (1998). Identifying likely successful users of virtual reality systems. Presence, 7(3), 308-316.
-
(1998)
Presence
, vol.7
, Issue.3
, pp. 308-316
-
-
Howe, T.1
Sharkey, P.M.2
-
101
-
-
79961225972
-
Icaa defines 'active aging.'
-
Hrehocik, M. (2008). ICAA defines 'active aging.' Long-Term Living, 57(4), 12-14.
-
(2008)
Long-Term Living
, vol.57
, Issue.4
, pp. 12-14
-
-
Hrehocik, M.1
-
102
-
-
2342622104
-
Why do people play on-line games? An extended tam with social influences and flow experience
-
Hsu, C.L., & Lu, H.P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information and Management, 41(7), 853-868.
-
(2004)
Information and Management
, vol.41
, Issue.7
, pp. 853-868
-
-
Hsu, C.L.1
Lu, H.P.2
-
103
-
-
84901526359
-
Game on again for coin-operated arcade titles
-
Retrieved September 30, 2008, from
-
Hurley, O. (2008). Game on again for coin-operated arcade titles. The Guardian, Feb 7. Retrieved September 30, 2008, from http://www.guardian.co.uk/technology/2008/feb/07/games.it.
-
(2008)
The Guardian, Feb 7
-
-
Hurley, O.1
-
104
-
-
84901552070
-
Computer gaming, media and e-sport
-
In V. Colic-Peisker, F. Tilbury & B. McNamara (Eds.), Australia: University of Western Australia and Murdoch University
-
Hutchins, B. (2006). Computer gaming, media and e-sport. In V. Colic-Peisker, F. Tilbury & B. McNamara (Eds.), Proceedings of the 2006 Australian Sociological Association Annual Conference (pp. 1-9). Australia: University of Western Australia and Murdoch University.
-
(2006)
Proceedings of the 2006 Australian Sociological Association Annual Conference
, pp. 1-9
-
-
Hutchins, B.1
-
105
-
-
84901522179
-
Sponsors go ape over advergames
-
Retrieved July 16, 2007, from
-
Hyman, P. (2005). Sponsors go ape over advergames. Hollywood Reporter. Retrieved July 16, 2007, from http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1001523697.
-
(2005)
Hollywood Reporter
-
-
Hyman, P.1
-
106
-
-
0004018397
-
-
New York, Plenum Press
-
Izard, C. (1977). Human emotions. New York: Plenum Press.
-
(1977)
Human Emotions
-
-
Izard, C.1
-
107
-
-
20444451357
-
Gaming at a lan event: The social context of playing video games
-
Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of playing video games. New Media and Society, 7(3), 333-355.
-
(2005)
New Media and Society
, vol.7
, Issue.3
, pp. 333-355
-
-
Jansz, J.1
Martens, L.2
-
108
-
-
5144223708
-
Mental models: A research focus for interactive learning systems
-
Jih, H., & Reeves, T.C. (1992). Mental models: A research focus for interactive learning systems. Educational Technology Research and Development, 40(3), 39-53.
-
(1992)
Educational Technology Research and Development
, vol.40
, Issue.3
, pp. 39-53
-
-
Jih, H.1
Reeves, T.C.2
-
109
-
-
0345305797
-
Effective affective user interface design in games
-
Johnson, D., & Wiles, J. (2003). Effective affective user interface design in games. Ergonomics, 46(13/14), 1332-1345.
-
(2003)
Ergonomics
, vol.46
, Issue.14
, pp. 1332-1345
-
-
Johnson, D.1
Wiles, J.2
-
110
-
-
33846040243
-
G.c., & kumar, a
-
Johnson, G.J., Bruner II, G.C., & Kumar, A. (2006). Interactivity and its facets revisited. Journal of Advertising, 35(4), 35-52.
-
(2006)
Interactivity and its Facets Revisited. Journal of Advertising
, vol.35
, Issue.4
, pp. 35-52
-
-
Johnson, G.J.1
Bruner, I.I.2
-
111
-
-
0040396700
-
A video game for performance testing
-
Jones, M.B., Kennedy, R.S., & Bittner, A.C. (1981). A video game for performance testing. American Journal of Psychology, 94(1), 143-152.
-
(1981)
American Journal of Psychology
, vol.94
, Issue.1
, pp. 143-152
-
-
Jones, M.B.1
Kennedy, R.S.2
Bittner, A.C.3
-
112
-
-
0034164080
-
Personality and job satisfaction: The mediating role of job characteristics
-
Judge, T.A., Bono, J.E., & Locke, E.A. (2000). Personality and job satisfaction: The mediating role of job characteristics. Journal of Applied Psychology, 85(2), 237-249.
-
(2000)
Journal of Applied Psychology
, vol.85
, Issue.2
, pp. 237-249
-
-
Judge, T.A.1
Bono, J.E.2
Locke, E.A.3
-
114
-
-
84901521396
-
-
JWT Intelligence, Retrieved May 20, 2008, from
-
JWT Intelligence. (2006). Gaming. Retrieved May 20, 2008, from https://016fd0d.netsolstores.com/index.asp?pageaction=viewprod&prodid=4.
-
(2006)
Gaming
-
-
-
115
-
-
84901553392
-
But is it art
-
Retrieved September 23, 2004, from
-
Kap, J.T. (2004). But is it art? PBS. Retrieved September 23, 2004, from http://www.pbs.org/kcts/videogamerevolution/impact/art.html.
-
(2004)
PBS
-
-
Kap, J.T.1
-
116
-
-
20744432917
-
Playstation thumb - A new epidemic in children
-
Karim, S.A. (2005). Playstation thumb - a new epidemic in children. South African Medical Journal, 95(6), 412.
-
(2005)
South African Medical Journal
, vol.95
, Issue.6
, pp. 412
-
-
Karim, S.A.1
-
117
-
-
0019602951
-
Video game and conventional tracking
-
Kennedy, R.S., Bittner, A.C., & Jones, M.B. (1981). Video game and conventional tracking. Perceptual and Motor Skills, 53(1), 310.
-
(1981)
Perceptual and Motor Skills
, vol.53
, Issue.1
, pp. 310
-
-
Kennedy, R.S.1
Bittner, A.C.2
Jones, M.B.3
-
118
-
-
0021794234
-
Personality, psychopathology, and developmental issues in male adolescent video game use
-
Kestenbaum, G.I., & Weinstein, L. (1985). Personality, psychopathology, and developmental issues in male adolescent video game use. Journal of the American Academy of Child Psychiatry, 24(3), 329-333.
-
(1985)
Journal of the American Academy of Child Psychiatry
, vol.24
, Issue.3
, pp. 329-333
-
-
Kestenbaum, G.I.1
Weinstein, L.2
-
119
-
-
0022046121
-
An approach to the formal analysis of user complexity
-
Kieras, D., & Polson, P.G. (1985). An approach to the formal analysis of user complexity. International Journal of Man-Machine Studies, 22(4), 365-394.
-
(1985)
International Journal of Man-Machine Studies
, vol.22
, Issue.4
, pp. 365-394
-
-
Kieras, D.1
Polson, P.G.2
-
120
-
-
33745857391
-
E-lifestyle and motives to use online games
-
Kim, K.H., Park, J.Y., Kim, D.Y., Hak, M., & Chun, H.C. (2002). E-Lifestyle and motives to use online games. Irish Marketing Review, 15(2), 71-77.
-
(2002)
Irish Marketing Review
, vol.15
, Issue.2
, pp. 71-77
-
-
Kim, K.H.1
Park, J.Y.2
Kim, D.Y.3
Hak, M.4
Chun, H.C.5
-
122
-
-
78449298222
-
An exploration of motives in sport video gaming
-
Kim, Y., & Ross, S. (2006). An exploration of motives in sport video gaming. International Journal of Sport Marketing and Sponsorship, 8(1), 34-46.
-
(2006)
International Journal of Sport Marketing and Sponsorship
, vol.8
, Issue.1
, pp. 34-46
-
-
Kim, Y.1
Ross, S.2
-
123
-
-
84906141225
-
Why people play games: An industry perspective
-
In P. Vorderer & J. Bryant (Ed.), USA: Routledge
-
Klug, G.C., & Schell, J. (2006). Why people play games: An industry perspective. In P. Vorderer & J. Bryant (Ed.), Playing video games: Motives, responses and consequences (pp. 91-100). USA: Routledge.
-
(2006)
Playing Video Games: Motives, Responses and Consequences
, pp. 91-100
-
-
Klug, G.C.1
Schell, J.2
-
124
-
-
0032554885
-
Evidence for striatal dopamine release during a video game
-
Koepp, M.J., Gunn, R.N., Lawrence, A.D., Cunningham, V.J., Dagher, A., Jones, T., Brooks, D.J., Bench, C.J., & Grasby, P.M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266-268.
-
(1998)
Nature
, vol.393
, Issue.6682
, pp. 266-268
-
-
Koepp, M.J.1
Gunn, R.N.2
Lawrence, A.D.3
Cunningham, V.J.4
Dagher, A.5
Jones, T.6
Brooks, D.J.7
Bench, C.J.8
Grasby, P.M.9
-
125
-
-
0034606006
-
Ulcerative "nintendinitis": A new kind of repetitive strain injury
-
Koh, T.H. (2000). Ulcerative "nintendinitis": A new kind of repetitive strain injury. Medical Journal of Australia, 173(11), 671.
-
(2000)
Medical Journal of Australia
, vol.173
, Issue.11
, pp. 671
-
-
Koh, T.H.1
-
126
-
-
85011519608
-
Advertainment: The evolution of product placement as a mass media marketing strategy
-
Kretchmer, S.B. (2004). Advertainment: The evolution of product placement as a mass media marketing strategy. Journal of Promotion Management, 10(1/2), 37-54.
-
(2004)
Journal of Promotion Management
, vol.10
, Issue.2
, pp. 37-54
-
-
Kretchmer, S.B.1
-
127
-
-
33947123671
-
Energy expenditure of sedentary screen time compared with active screen time for children
-
Lanningham-Foster, L., Jensen, T.B., Foster, R.C., Redmond, A.B., Walker, B.A., Heinz, D., & Levine, J.A. (2006). Energy expenditure of sedentary screen time compared with active screen time for children. Pediatrics, 118(6), 1831-1835.
-
(2006)
Pediatrics
, vol.118
, Issue.6
, pp. 1831-1835
-
-
Lanningham-Foster, L.1
Jensen, T.B.2
Foster, R.C.3
Redmond, A.B.4
Walker, B.A.5
Heinz, D.6
Levine, J.A.7
-
128
-
-
27744436093
-
Why we play games: Four keys to more emotion without story
-
Retrieved August 8, 2007, from
-
Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. XEODesign. Retrieved August 8, 2007, from http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf.
-
(2004)
XEODesign
-
-
Lazzaro, N.1
-
130
-
-
0039250397
-
A cross-media presence questionnaire: The itc-sense of presence inventory
-
Lessiter, J., Freeman, J., Keogh, E., & Davidoff, J.A. (2001). A cross-media presence questionnaire: The ITC-sense of presence inventory. Presence, 10(3), 282-297.
-
(2001)
Presence
, vol.10
, Issue.3
, pp. 282-297
-
-
Lessiter, J.1
Freeman, J.2
Keogh, E.3
Davidoff, J.A.4
-
131
-
-
0013426170
-
Characteristics of virtual experience in electronic commerce: A protocol analysis
-
Li, H., Daugherty, T., & Biocca, F. (2001). Characteristics of virtual experience in electronic commerce: A protocol analysis. Journal of Interactive Marketing, 15(3), 13-30.
-
(2001)
Journal of Interactive Marketing
, vol.15
, Issue.3
, pp. 13-30
-
-
Li, H.1
Daugherty, T.2
Biocca, F.3
-
132
-
-
0040669514
-
Impact of 3-d advertising on product knowledge, brand attitude and purchase intention: The mediating role of presence
-
Li, H., Daugherty, T., & Biocca, F. (2002). Impact of 3-D advertising on product knowledge, brand attitude and purchase intention: The mediating role of presence. Journal of Advertising, 31(3), 43-57.
-
(2002)
Journal of Advertising
, vol.31
, Issue.3
, pp. 43-57
-
-
Li, H.1
Daugherty, T.2
Biocca, F.3
-
133
-
-
84901550018
-
Dance machine: Quirky arcade game draws legions of fans
-
Retrieved August 5, 2008, from
-
Libaw, O.Y. (2000). Dance machine: Quirky arcade game draws legions of fans. ABC News. Retrieved August 5, 2008, from http://www.ddrfreak.com/newpress/ABC%20News.htm.
-
(2000)
ABC News
-
-
Libaw, O.Y.1
-
134
-
-
79960132168
-
Video games open new path to market cars
-
Retrieved September 24, 2004, from
-
Lienert, A. (2004). Video games open new path to market cars. Detroit News. Retrieved September 24, 2004, from http://www.detnews.com/2004/autosinsider/0402/15/b01-64356.htm.
-
(2004)
Detroit News
-
-
Lienert, A.1
-
135
-
-
0040075931
-
What is interactivity and is it always such a good thing? Implications of definition, person and situation for the influence of interactivity on advertising effectiveness
-
Liu, Y., & Shrum, L.J. (2002). What is interactivity and is it always such a good thing? Implications of definition, person and situation for the influence of interactivity on advertising effectiveness. Journal of Advertising, 31(4), 53-64.
-
(2002)
Journal of Advertising
, vol.31
, Issue.4
, pp. 53-64
-
-
Liu, Y.1
Shrum, L.J.2
-
136
-
-
0042223407
-
At the heart of it all: The concept of presence
-
Retrieved February 11, 2005, from
-
Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2). Retrieved February 11, 2005, from http://jcmc.indiana.edu/vol3/issue2/lombard.html.
-
(1997)
Journal of Computer-Mediated Communication
, vol.3
, Issue.2
-
-
Lombard, M.1
Ditton, T.2
-
137
-
-
0033659626
-
Nintendonitis? A case report of repetitive strain injury in a child as a result of playing computer games
-
Macgregor, D.M. (2000). Nintendonitis? A case report of repetitive strain injury in a child as a result of playing computer games. Scottish Medical Journal, 45(5), 150.
-
(2000)
Scottish Medical Journal
, vol.45
, Issue.5
, pp. 150
-
-
Macgregor, D.M.1
-
138
-
-
34848897510
-
Energy expended playing video console games: An opportunity to increase children's physical activity?
-
Maddison, R., Mhurchu, C.N., Jull, A., Jiang, Y., Prapavessis, H., & Rodgers, A. (2007). Energy expended playing video console games: An opportunity to increase children's physical activity? Pediatric Exercise Science, 19(3), 334-343.
-
(2007)
Pediatric Exercise Science
, vol.19
, Issue.3
, pp. 334-343
-
-
Maddison, R.1
Mhurchu, C.N.2
Jull, A.3
Jiang, Y.4
Prapavessis, H.5
Rodgers, A.6
-
139
-
-
84901568657
-
-
Major League Gaming, Retrieved July 17, 2008, from
-
Major League Gaming. (2006). About Major League Gaming. Retrieved July 17, 2008, from http://www.mlgpro.com/about/index.
-
(2006)
About Major League Gaming
-
-
-
140
-
-
77957561074
-
The contextual game experience: On the socio-cultural contexts for meaning in digital play
-
Tokyo: Digital Games Research Association
-
Mayra, F. (2007). The contextual game experience: On the socio-cultural contexts for meaning in digital play. In Situated play: Proceedings of DiGRA 2007 Conference (pp. 810-814). Tokyo: Digital Games Research Association.
-
(2007)
In Situated Play: Proceedings of DiGRA 2007 Conference
, pp. 810-814
-
-
Mayra, F.1
-
141
-
-
84901529895
-
Just one more go
-
Retrieved August 11, 2007, from
-
McCandless, D. (2003). Just one more go.... The Guardian, Apr 3. Retrieved August 11, 2007, from http://www.guardian.co.uk/technology/2003/apr/03/onlinesupplement3.
-
(2003)
The Guardian, Apr 3
-
-
McCandless, D.1
-
142
-
-
0021739698
-
Video game players: Personality characteristics and demographic variables
-
McClure, R.F., & Mears, F.G. (1984). Video game players: Personality characteristics and demographic variables. Psychological Reports, 55(1), 271-276.
-
(1984)
Psychological Reports
, vol.55
, Issue.1
, pp. 271-276
-
-
McClure, R.F.1
Mears, F.G.2
-
143
-
-
84901515599
-
Polites takes aim to protect v8 supercars
-
Retrieved September 24, 2004, from
-
McKay, P. (2004). Polites takes aim to protect V8 Supercars. Sydney Morning Herald. Retrieved September 24, 2004, from http://www.smh.com.au/cgi-bin/common/popupPrintArticle.pl?path=/articles/2004/02/23/1077497513603.html.
-
(2004)
Sydney Morning Herald
-
-
McKay, P.1
-
144
-
-
3042567345
-
Exploring models of interactivity from multiple research traditions: Users, documents and systems
-
In L.A. Lievrouw & S. Livingstone (Eds.), London: Sage
-
McMillan, S.J. (2002). Exploring models of interactivity from multiple research traditions: Users, documents and systems. In L.A. Lievrouw & S. Livingstone (Eds.), Handbook of new media: Social shaping and consequences of ICTs (pp. 163-182). London: Sage.
-
(2002)
Handbook of New Media: Social Shaping and Consequences of ICTs
, pp. 163-182
-
-
McMillan, S.J.1
-
145
-
-
50949114546
-
Energy expenditure and cardiovascular responses to seated and active gaming in children
-
Mellecker, R.R., & McManus, A.M. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics & Adolescent Medicine, 162(9), 886-891.
-
(2008)
Archives of Pediatrics & Adolescent Medicine
, vol.162
, Issue.9
, pp. 886-891
-
-
Mellecker, R.R.1
McManus, A.M.2
-
146
-
-
44449133634
-
Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children
-
Retrieved August 30, 2008, from
-
Mhurchu, C.N., Maddison, R., Jiang, Y., Jull, A., & Prapavessis, H., (2008). Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children. International Journal of Behavioral Nutrition and Physical Activity, 5(8). Retrieved August 30, 2008, from http://www.ijbnpa.org/content/5/1/8.
-
(2008)
International Journal of Behavioral Nutrition and Physical Activity
, vol.5
, Issue.8
-
-
Mhurchu, C.N.1
Maddison, R.2
Jiang, Y.3
Jull, A.4
Prapavessis, H.5
-
148
-
-
60649120001
-
Real brands in imaginary worlds: Investigating players' experiences of brand placement in digital games
-
Molesworth, M. (2006). Real brands in imaginary worlds: Investigating players' experiences of brand placement in digital games. Journal of Consumer Behavior, 5(4), 355-366.
-
(2006)
Journal of Consumer Behavior
, vol.5
, Issue.4
, pp. 355-366
-
-
Molesworth, M.1
-
150
-
-
77950959021
-
A social meaning framework for research on participation in social online games
-
Retrieved May 20, 2008, from
-
Murphy, S.M. (2007). A social meaning framework for research on participation in social online games. Journal of Media Psychology, 12(3). Retrieved May 20, 2008, from http://www.calstatela.edu/faculty/sfischo/A_Social_Meaning_Framework_for_Online_Games.html.
-
(2007)
Journal of Media Psychology
, vol.12
, Issue.3
-
-
Murphy, S.M.1
-
151
-
-
0344239390
-
For kids on the web, it's an ad, ad, ad, ad, world; how to help yours see the sales pitches behind online games
-
Neuborne, E. (2001). For kids on the Web, it's an ad, ad, ad, ad, world; How to help yours see the sales pitches behind online games. Business Week, Aug 13(3725), 108.
-
(2001)
Business Week, Aug
, vol.13
, Issue.3725
, pp. 108
-
-
Neuborne, E.1
-
152
-
-
38049146208
-
The effect of involvement on ad judgment in a video game environment: The mediating role of presence
-
Retrieved August 9, 2007, from
-
Nicovich, S.G. (2005). The effect of involvement on ad judgment in a video game environment: The mediating role of presence. Journal of Interactive Advertising, 6(1). Retrieved August 9, 2007, from http://www.jiad.org/vol6/no1/nicovich/index.htm.
-
(2005)
Journal of Interactive Advertising
, vol.6
, Issue.1
-
-
Nicovich, S.G.1
-
153
-
-
57849087648
-
-
Nielsen, Retrieved August 6, 2008, from
-
Nielsen. (2007). The state of the console. Retrieved August 6, 2008, from www.nielsenmedia.com/nc/nmr_static/docs/Nielsen_Report_State_Console_03507.pdf.
-
(2007)
The State of the Console
-
-
-
154
-
-
0034340409
-
Modeling the flow construct in online environments: A structural modeling approach
-
Novak, T.P., Hoffman, D.L., & Yung, Y.F. (2000). Modeling the flow construct in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42.
-
(2000)
Marketing Science
, vol.19
, Issue.1
, pp. 22-42
-
-
Novak, T.P.1
Hoffman, D.L.2
Yung, Y.F.3
-
159
-
-
13244260473
-
-
User-centered design in games. In J.A. Jacko & A. Sears (Eds.), Mahwah, NJ: Lawrence Erlbaum Associates
-
Pagulayan, R., Keeker, K., Wixon, D., Romero, R., & Fuller, T. (2003). User-centered design in games. In J.A. Jacko & A. Sears (Eds.), The human-computer interaction handbook: Fundamentals, evolving techniques and emerging applications (pp. 883-905). Mahwah, NJ: Lawrence Erlbaum Associates.
-
(2003)
The Human-computer Interaction Handbook: Fundamentals, Evolving Techniques and Emerging Applications
, pp. 883-905
-
-
Pagulayan, R.1
Keeker, K.2
Wixon, D.3
Romero, R.4
Fuller, T.5
-
160
-
-
84901559193
-
Synergy and expanding technology drive booming video game industry
-
Retrieved September 23, 2004, from
-
Paterson, P.A. (2003). Synergy and expanding technology drive booming video game industry. TD Monthly. Retrieved September 23, 2004, from http://www.toydirectory.com/monthly/Aug2003/Games_Booming.asp.
-
(2003)
TD Monthly
-
-
Paterson, P.A.1
-
161
-
-
84870993791
-
Evaluating the potential of the nintendo wii™ to support disabled students in education
-
Singapore: Center for Educational Development, Nanyang Technological University
-
Pearson, E., & Bailey, C. (2007). Evaluating the potential of the Nintendo Wii™ to support disabled students in education. In ICT: Providing choices for learners and learning. Proceedings ascilite Singapore 2007 (pp. 833-836). Singapore: Center for Educational Development, Nanyang Technological University.
-
(2007)
In ICT: Providing Choices for Learners and Learning. Proceedings Ascilite Singapore 2007
, pp. 833-836
-
-
Pearson, E.1
Bailey, C.2
-
162
-
-
84895293459
-
Signs of marketing in virtual reality
-
Retrieved August 10, 2007, from
-
Pennington, R. (2001). Signs of marketing in virtual reality. Journal of Interactive Advertising, 2(1). Retrieved August 10, 2007, from http://www.jiad.org/vol2/no1/pennington/index.htm.
-
(2001)
Journal of Interactive Advertising
, vol.2
, Issue.1
-
-
Pennington, R.1
-
163
-
-
84901515941
-
-
Junk-food games; online arcades draw fire for immersing kids in ads; Ritz Bits Wrestling, anyone, B1
-
Pereira, J. (2004). Junk-food games; online arcades draw fire for immersing kids in ads; Ritz Bits Wrestling, anyone? Wall Street Journal, May 3, B1.
-
(2004)
Wall Street Journal, May
, vol.3
-
-
Pereira, J.1
-
165
-
-
84901521282
-
-
PricewaterhouseCoopers, Retrieved September 5, 2007, from
-
PricewaterhouseCoopers. (2007). Industry previews: Video games. Retrieved September 5, 2007, from http://www.pwc.com/extweb/industry.nsf/docid/8CF0A9E084894A5A85256CE8006E19ED?opendocument&vendor=#video.
-
(2007)
Industry Previews: Video Games
-
-
-
167
-
-
0000482002
-
Peak experience, peak performance and flow: A comparative analysis of positive human experience
-
Privette, G. (1983). Peak experience, peak performance and flow: A comparative analysis of positive human experience. Journal of Personality and Social Psychology, 45(6), 1361-1368.
-
(1983)
Journal of Personality and Social Psychology
, vol.45
, Issue.6
, pp. 1361-1368
-
-
Privette, G.1
-
168
-
-
84901566464
-
-
Product Review, Retrieved September 23, 2004, from
-
Product Review. (2004). V8 Supercars Australia racing video game details. Retrieved September 23, 2004, from http://www.productreview.com.au/showitem.php?item_id=1075.
-
(2004)
V8 Supercars Australia Racing Video Game Details
-
-
-
169
-
-
84965372362
-
The effectiveness of games for educational purposes: A review of recent research
-
Randel, J.M., Morris, B.A., Wetzel, C.D., & Whitehill, B.V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation and Gaming, 23(3), 261-276.
-
(1992)
Simulation and Gaming
, vol.23
, Issue.3
, pp. 261-276
-
-
Randel, J.M.1
Morris, B.A.2
Wetzel, C.D.3
Whitehill, B.V.4
-
170
-
-
84902484229
-
Positive effects of entertainment technology on human behavior
-
In R. Jacquart (Ed.), Toulouse, France: Kluwer Academic Publishers
-
Rauterberg, M. (2004). Positive effects of entertainment technology on human behavior. In R. Jacquart (Ed.), Building the information society (pp. 51-58). Toulouse, France: Kluwer Academic Publishers.
-
(2004)
Building the Information Society
, pp. 51-58
-
-
Rauterberg, M.1
-
171
-
-
84901566770
-
Why the xbox 360™ will win the console war
-
Retrieved July 31, 2008, from
-
Reisinger, D. (2008). Why the Xbox 360™ will win the console war. cnet. Retrieved July 31, 2008, from http://news.cnet.com/8301-13506_39939276-17.html.
-
(2008)
Cnet
-
-
Reisinger, D.1
-
173
-
-
17044426337
-
Story creation in virtual game worlds
-
Robertson, J., & Good, J. (2005). Story creation in virtual game worlds. Communications of the ACM, 48(1), 61-65.
-
(2005)
Communications of the ACM
, vol.48
, Issue.1
, pp. 61-65
-
-
Robertson, J.1
Good, J.2
-
174
-
-
45849123215
-
-
Robinson, R.J., Barron, D.A., Grainger, A.J., & Venkatesh, R. (2008). Wii knee. Emergency Radiology, 15(4), 255-257.
-
(2008)
Wii Knee. Emergency Radiology
, vol.15
, Issue.4
, pp. 255-257
-
-
Robinson, R.J.1
Barron, D.A.2
Grainger, A.J.3
Venkatesh, R.4
-
175
-
-
70449621401
-
-
RocSearch, Retrieved September 15, 2004, from
-
RocSearch. (2004). Video game industry. Retrieved September 15, 2004, from http://www.rocsearch.com/pdf/Video%20Game%20Industry.pdf.
-
(2004)
Video Game Industry
-
-
-
176
-
-
0038707305
-
Understanding interactivity of cyberspace advertising
-
In D.W. Schumann & E. Thorson (Eds.), Mahwah, NJ: Lawrence Erlbaum
-
Roehm, H.A., & Haugtvedt, C.P. (1999). Understanding interactivity of cyberspace advertising. In D.W. Schumann & E. Thorson (Eds.), Advertising and the World Wide Web (pp. 27-39). Mahwah, NJ: Lawrence Erlbaum.
-
(1999)
Advertising and the World Wide Web
, pp. 27-39
-
-
Roehm, H.A.1
Haugtvedt, C.P.2
-
177
-
-
84867938189
-
Beyond nintendo: Design and assessment of educational video games for first and second grade students
-
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., Lopez, X., Lopez, V., Rodriguez, P., & Salinas, M. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers and Education, 40(1), 71-94.
-
(2003)
Computers and Education
, vol.40
, Issue.1
, pp. 71-94
-
-
Rosas, R.1
Nussbaum, M.2
Cumsille, P.3
Marianov, V.4
Correa, M.5
Flores, P.6
Grau, V.7
Lagos, F.8
Lopez, X.9
Lopez, V.10
Rodriguez, P.11
Salinas, M.12
-
178
-
-
84901566885
-
-
Hey, I'm practicing here, not playing: Video games so precise they help many drivers, 6f
-
Rosewater, A. (2004). Hey, I'm practicing here, not playing: Video games so precise they help many drivers. USA Today, Aug 8, 6f.
-
(2004)
USA Today, Aug 8
-
-
Rosewater, A.1
-
179
-
-
33847112123
-
st century
-
st century. Archives of Surgery, 142(2), 181-186.
-
(2007)
Archives of Surgery
, vol.142
, Issue.2
, pp. 181-186
-
-
Rosser, J.C.1
Lynch, P.J.2
Cuddihy, L.3
Gentile, D.A.4
Klonsky, J.5
Merrell, R.6
-
180
-
-
84991152865
-
Video game use and the development of sociocognitive abilities in children: Three surveys of elementary school students
-
Sakamoto, A. (1994). Video game use and the development of sociocognitive abilities in children: Three surveys of elementary school students. Journal of Applied Social Psychology, 24(1), 21-42.
-
(1994)
Journal of Applied Social Psychology
, vol.24
, Issue.1
, pp. 21-42
-
-
Sakamoto, A.1
-
181
-
-
34248573937
-
Let's get physical! in, out and around the gaming circle of physical gaming at home
-
Sall, A., & Grinter, R.E. (2007). Let's get physical! In, out and around the gaming circle of physical gaming at home. Computer Supported Cooperative Work, 16(1-2), 199-229.
-
(2007)
Computer Supported Cooperative Work
, vol.16
, Issue.1-2
, pp. 199-229
-
-
Sall, A.1
Grinter, R.E.2
-
183
-
-
0037835775
-
Technological leapfrogging: Lessons from the U.S. video game console industry
-
Schilling, M.A. (2003). Technological leapfrogging: Lessons from the U.S. video game console industry. California Management Review, 45(3), 6-32.
-
(2003)
California Management Review
, vol.45
, Issue.3
, pp. 6-32
-
-
Schilling, M.A.1
-
184
-
-
0039842093
-
The experience of presence: Factor analytic insights
-
Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights. Presence, 10(3), 266-281.
-
(2001)
Presence
, vol.10
, Issue.3
, pp. 266-281
-
-
Schubert, T.1
Friedmann, F.2
Regenbrecht, H.3
-
185
-
-
84985122764
-
I'm not a real doctor, but i play one in virtual reality: Implications of virtual reality for judgments about reality
-
Shapiro, M.A., & McDonald, D.G. (1992). I'm not a real doctor, but I play one in virtual reality: Implications of virtual reality for judgments about reality. Journal of Communication, 42(4), 94-114.
-
(1992)
Journal of Communication
, vol.42
, Issue.4
, pp. 94-114
-
-
Shapiro, M.A.1
McDonald, D.G.2
-
186
-
-
84901566883
-
Overload of game ads could defeat purpose
-
Shields, M. (2005). Overload of game ads could defeat purpose. Adweek, 46(46), 9.
-
(2005)
Adweek
, vol.46
, Issue.46
, pp. 9
-
-
Shields, M.1
-
187
-
-
0024993961
-
Influences of tv games on physical and psychological development of japanese kindergarten children
-
Shimai, S., Masuda, K., & Kishimoto, Y. (1990). Influences of TV games on physical and psychological development of Japanese kindergarten children. Perceptual and Motor Skills, 70(3), 771-776.
-
(1990)
Perceptual and Motor Skills
, vol.70
, Issue.3
, pp. 771-776
-
-
Shimai, S.1
Masuda, K.2
Kishimoto, Y.3
-
188
-
-
27644498822
-
Effects of interactivity in a web site: The moderating effect of need for cognition
-
Sicilia, M., Ruiz, S., & Munuera, J.L. (2005). Effects of interactivity in a web site: The moderating effect of need for cognition. Journal of Advertising, 34(3), 31-45.
-
(2005)
Journal of Advertising
, vol.34
, Issue.3
, pp. 31-45
-
-
Sicilia, M.1
Ruiz, S.2
Munuera, J.L.3
-
189
-
-
84901516852
-
The effect of system and individual characteristics on flow, and attitude formation toward advergames
-
In P. Rutsohn (Ed.), Oklahoma City, OK: Association of Collegiate Marketing Educators
-
Siekpe, J.S., & Hernandez, M.D. (2006). The effect of system and individual characteristics on flow, and attitude formation toward advergames. In P. Rutsohn (Ed.), Proceedings of the Annual Meeting of the Association of Collegiate Marketing Educators (pp. 131-137). Oklahoma City, OK: Association of Collegiate Marketing Educators.
-
(2006)
Proceedings of the Annual Meeting of the Association of Collegiate Marketing Educators
, pp. 131-137
-
-
Siekpe, J.S.1
Hernandez, M.D.2
-
190
-
-
79959650829
-
Considerations for the design of exergames
-
Perth, Australia: ACM
-
Sinclair, J., Hingston, P., & Masek, M. (2007). Considerations for the design of exergames. In Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia (pp. 289-295). Perth, Australia: ACM.
-
(2007)
In Proceedings of the 5th International Conference on Computer Graphics and Interactive Techniques in Australia and Southeast Asia
, pp. 289-295
-
-
Sinclair, J.1
Hingston, P.2
Masek, M.3
-
192
-
-
84901519475
-
Study surprise: Video games enhance college social life
-
Retrieved September 23, 2004, from
-
Snider, M. (2003). Study surprise: Video games enhance college social life. USA Today. Retrieved September 23, 2004, from http://www.usatoday.com/tech/news/2003-07-06-games_x.htm.
-
(2003)
USA Today
-
-
Snider, M.1
-
195
-
-
0002819295
-
When is play productive?
-
Starbuck, W.J., & Webster, J. (1991). When is play productive? Accounting, Management and Information Technology, 1(1), 71-90.
-
(1991)
Accounting, Management and Information Technology
, vol.1
, Issue.1
, pp. 71-90
-
-
Starbuck, W.J.1
Webster, J.2
-
196
-
-
4644223395
-
Electronic games and environmental factors associated with childhood obesity in switzerland
-
Stettler, N., Signer, T.M., & Suter, P.M. (2004). Electronic games and environmental factors associated with childhood obesity in Switzerland. Obesity, 12(6), 896-903.
-
(2004)
Obesity
, vol.12
, Issue.6
, pp. 896-903
-
-
Stettler, N.1
Signer, T.M.2
Suter, P.M.3
-
197
-
-
84985084394
-
Defining virtual reality: Dimensions determining telepresence
-
Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93.
-
(1992)
Journal of Communication
, vol.42
, Issue.4
, pp. 73-93
-
-
Steuer, J.1
-
199
-
-
35048878903
-
Player-centered game environments: Assessing player opinions, experiences and issues
-
In M. Rauterberg (Ed.), New York: Springer Verlag
-
Sweetser, P., & Johnson, D. (2004). Player-centered game environments: Assessing player opinions, experiences and issues. In M. Rauterberg (Ed.), Entertainment computing - ICEC 2004: Third International Conference, LNCS 3166 (pp. 321-332). New York: Springer Verlag.
-
(2004)
Entertainment Computing - ICEC 2004: Third International Conference, LNCS 3166
, pp. 321-332
-
-
Sweetser, P.1
Johnson, D.2
-
200
-
-
33745255765
-
Gameflow: A model for evaluating player enjoyment in games
-
Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1-24.
-
(2005)
ACM Computers in Entertainment
, vol.3
, Issue.3
, pp. 1-24
-
-
Sweetser, P.1
Wyeth, P.2
-
201
-
-
49149107226
-
New form of physical therapy: Wii™ games
-
Retrieved August 19, 2008, from
-
Tanner, L. (2008). New form of physical therapy: Wii™ games. LiveScience. Retrieved August 19, 2008, from http://www.livescience.com/health/080209-ap-wii-therapy.html.
-
(2008)
LiveScience
-
-
Tanner, L.1
-
202
-
-
84901548921
-
Video game makers play it safe
-
Retrieved September 23, 2004, from
-
Taub, E.A. (2004). Video game makers play it safe. International Herald Tribune. Retrieved September 23, 2004, from http://www.iht.com/articles/540148.html.
-
(2004)
International Herald Tribune
-
-
Taub, E.A.1
-
203
-
-
84898247551
-
Who is playing games - And why
-
Taylor, C. (2005). Who is playing games - and why. Time, 165(21), 52.
-
(2005)
Time
, vol.165
, Issue.21
, pp. 52
-
-
Taylor, C.1
-
204
-
-
84901562174
-
-
The Age, Retrieved August 19, 2008, from
-
The Age. (2006). The next gaming wave. Retrieved August 19, 2008, from http://www.theage.com.au/news/games/the-nextgaming-wave/2006/11/28/1164476212099.html?page=fullpage.
-
(2006)
The Next Gaming Wave
-
-
-
205
-
-
0021812110
-
Heart rate and oxygen consumption during mental arithmetic, a video game, and graded exercise: Further evidence of metabolically-exaggerated cardiac adjustments?
-
Turner, J.R., & Carroll, D. (1985). Heart rate and oxygen consumption during mental arithmetic, a video game, and graded exercise: Further evidence of metabolically-exaggerated cardiac adjustments? Psychophysiology, 22(3), 261-267.
-
(1985)
Psychophysiology
, vol.22
, Issue.3
, pp. 261-267
-
-
Turner, J.R.1
Carroll, D.2
-
206
-
-
33750371057
-
Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents
-
Unnithan, V.B., Houser, W., & Fernhall, B. (2006). Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. International Journal of Sports Medicine, 27(10), 804-809.
-
(2006)
International Journal of Sports Medicine
, vol.27
, Issue.10
, pp. 804-809
-
-
Unnithan, V.B.1
Houser, W.2
Fernhall, B.3
-
207
-
-
84901511838
-
-
V8 Supercars, Retrieved July 6, 2007, from
-
V8 Supercars. (2007). A success story - V8 Supercars Australia. Retrieved July 6, 2007, from http://www.v8supercar.com.au/content/about_avesco/the_v8_supercars_australia_success_story/?ind=M.
-
(2007)
A Success Story - V8 Supercars Australia
-
-
-
208
-
-
1242298557
-
Linking obesity and activity level with children's television and video game use
-
Vandewater, E.A., Shim, M.S., & Caplovitz, A.G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescence, 27(1), 71-85.
-
(2004)
Journal of Adolescence
, vol.27
, Issue.1
, pp. 71-85
-
-
Vandewater, E.A.1
Shim, M.S.2
Caplovitz, A.G.3
-
209
-
-
0023228906
-
Assaying and isolating individual differences in searching a hierarchical file system
-
Vincente, K.J., Hayes, B.C., & Williges, R.C. (1987). Assaying and isolating individual differences in searching a hierarchical file system. Human Factors, 29(3), 349-359.
-
(1987)
Human Factors
, vol.29
, Issue.3
, pp. 349-359
-
-
Vincente, K.J.1
Hayes, B.C.2
Williges, R.C.3
-
210
-
-
0009538961
-
Interactive entertainment and beyond
-
In D. Zillmann & P. Vorderer (Eds.), Mahwah, NJ: Lawrence Erlbaum
-
Vorderer, P. (2000). Interactive entertainment and beyond. In D. Zillmann & P. Vorderer (Eds.), Media entertainment: The psychology of its appeal (pp. 21-36). Mahwah, NJ: Lawrence Erlbaum.
-
(2000)
Media Entertainment: The Psychology of its Appeal
, pp. 21-36
-
-
Vorderer, P.1
-
211
-
-
33745597114
-
Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for taiwanese adolescents
-
Wan, C.S., & Chiou, W.B. (2006). Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317-324.
-
(2006)
CyberPsychology & Behavior
, vol.9
, Issue.3
, pp. 317-324
-
-
Wan, C.S.1
Chiou, W.B.2
-
212
-
-
33645555089
-
Metabolic and physiologic responses to video game play in 7to 10-year-old boys
-
Wang, X., & Perry, A.C. (2006). Metabolic and physiologic responses to video game play in 7to 10-year-old boys. Archives of Pediatrics and Adolescent Medicine, 160(4), 411-415.
-
(2006)
Archives of Pediatrics and Adolescent Medicine
, vol.160
, Issue.4
, pp. 411-415
-
-
Wang, X.1
Perry, A.C.2
-
213
-
-
84901528141
-
-
WCG, World Cyber Games, Retrieved July 17, 2008, from
-
WCG, World Cyber Games. (2008). About WCG: WCG concept. Retrieved July 17, 2008, from http://www.worldcybergames.com/6th/inside/WCGC/WCGC_structure.asp.
-
(2008)
About WCG: WCG Concept
-
-
-
214
-
-
0000720688
-
Microcomputer playfulness: Development of a measure with workplace implications
-
Webster, J., & Martocchio, J.J. (1992). Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly, 16(2), 201-226.
-
(1992)
MIS Quarterly
, vol.16
, Issue.2
, pp. 201-226
-
-
Webster, J.1
Martocchio, J.J.2
-
215
-
-
72049111452
-
Disco dance video game-based interventional study on childhood obesity
-
31
-
White, M., Lehmann, H., & Trent, M. (2007). 31: Disco dance video game-based interventional study on childhood obesity. Journal of Adolescent Health, 40(2), S32.
-
(2007)
Journal of Adolescent Health
, vol.40
, Issue.2
, pp. 32
-
-
White, M.1
Lehmann, H.2
Trent, M.3
-
216
-
-
36348972322
-
Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction
-
Widman, L.M., McDonald, C.M., & Abresch, R.T. (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. Journal of Spinal Cord Medicine, 29(4), 363-370.
-
(2006)
Journal of Spinal Cord Medicine
, vol.29
, Issue.4
, pp. 363-370
-
-
Widman, L.M.1
McDonald, C.M.2
Abresch, R.T.3
-
217
-
-
27944450209
-
Structure and competition in the U.S. home video game industry
-
Williams, D. (2002). Structure and competition in the U.S. home video game industry. International Journal on Media Management, 4(1), 41-54.
-
(2002)
International Journal on Media Management
, vol.4
, Issue.1
, pp. 41-54
-
-
Williams, D.1
-
218
-
-
34547579360
-
Why game studies now? Gamers don't bowl alone
-
Williams, D. (2006). Why game studies now? Gamers don't bowl alone. Games and Culture, 1(1), 13-16.
-
(2006)
Games and Culture
, vol.1
, Issue.1
, pp. 13-16
-
-
Williams, D.1
-
219
-
-
84901563486
-
Manufacturers finally learn how to sell game networking to operators
-
Retrieved August 5, 2008, from
-
Williams, K. (2005). Manufacturers finally learn how to sell game networking to operators. Vending Times, 45(12). Retrieved August 5, 2008, from http://vendingtimes.com/ME2/dirmod.asp?sid=&nm=&type=Publishing&mod=Publications%3A%3AArticle&mid=8F3A7027421841978F18BE895F87F791&tier=4&id=EB40CAAFDA0643598C31564B24E0206A.
-
(2005)
Vending Times
, vol.45
, Issue.12
-
-
Williams, K.1
-
220
-
-
84901545666
-
In electronic age, sports stores compete for youth
-
Retrieved September 8, 2008, from
-
Williams, W. (2008). In electronic age, sports stores compete for youth. The State Journal. Retrieved September 8, 2008, from http://www.statejournal.com/story.cfm?func=viewstory&storyid=43197.
-
(2008)
The State Journal
-
-
Williams, W.1
-
221
-
-
0023178134
-
Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents
-
Winkel, M., Novak, D.M., & Hopson, H. (1987). Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents. Journal of Research in Personality, 21(2), 211-223.
-
(1987)
Journal of Research in Personality
, vol.21
, Issue.2
, pp. 211-223
-
-
Winkel, M.1
Novak, D.M.2
Hopson, H.3
-
222
-
-
0000564575
-
Measuring presence in virtual environments: A presence questionnaire
-
Witmer, B.G., & Singer, M.J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225-240.
-
(1998)
Presence
, vol.7
, Issue.3
, pp. 225-240
-
-
Witmer, B.G.1
Singer, M.J.2
-
223
-
-
0039597777
-
Perceived interactivity and attitude toward web sites
-
In M.S. Roberts (Ed.), Gainesville, FL: American Academy of Advertising
-
Wu, G. (1999). Perceived interactivity and attitude toward web sites. In M.S. Roberts (Ed.), Proceedings of the 1999 Conference of the American Academy of Advertising (pp. 254-262). Gainesville, FL: American Academy of Advertising.
-
(1999)
Proceedings of the 1999 Conference of the American Academy of Advertising
, pp. 254-262
-
-
Wu, G.1
-
224
-
-
79955766965
-
Healthy video gaming: Oxymoron or possibility
-
Retrieved September 30, 2008, from
-
Yang, S., Smith, B., & Graham, G. (2008). Healthy video gaming: Oxymoron or possibility? Journal of Online Education, 4(4). Retrieved September 30, 2008, from http://innovateonline.info/index.php?view=article&id=186&action=synopsis.
-
(2008)
Journal of Online Education
, vol.4
, Issue.4
-
-
Yang, S.1
Smith, B.2
Graham, G.3
-
225
-
-
84901538587
-
Antecedents and consequences of attitude toward the advergame in commercial web sites
-
In L. Carlson (Ed.), Pullman, WA: American Academy of Advertising
-
Youn, S., & Lee, M. (2003). Antecedents and consequences of attitude toward the advergame in commercial web sites. In L. Carlson (Ed.), Proceedings of the 2003 Conference of the American Academy of Advertising (p. 128). Pullman, WA: American Academy of Advertising.
-
(2003)
Proceedings of the 2003 Conference of the American Academy of Advertising
, pp. 128
-
-
Youn, S.1
Lee, M.2
-
226
-
-
0002449865
-
Self-efficacy: An essential motive to learn
-
Zimmerman, B.J. (2000). Self-efficacy: An essential motive to learn. Contemporary Educational Psychology, 25(1), 82-91.
-
(2000)
Contemporary Educational Psychology
, vol.25
, Issue.1
, pp. 82-91
-
-
Zimmerman, B.J.1
|